GroveEngine/modules/BgfxRenderer/Passes/DebugPass.h
StillHammer 4a30b1f149 feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration
- Refactor ShaderManager to use RHI abstraction (no bgfx:: exposed)
- Implement Option E: inject ShaderHandle via pass constructors
- SpritePass/DebugPass now receive shader in constructor
- RenderPass::execute() takes IRHIDevice& for dynamic buffer updates
- SpritePass::execute() updates instance buffer from FramePacket
- Integrate ShaderManager lifecycle in BgfxRendererModule
- Add test_22_bgfx_sprites.cpp (visual test with SDL2)
- Add test_22_bgfx_sprites_headless.cpp (headless data structure test)
- Update PLAN_BGFX_RENDERER.md with Phase 4 completion and Phase 6.5

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-26 22:27:19 +08:00

36 lines
1.1 KiB
C++

#pragma once
#include "../RenderGraph/RenderPass.h"
#include "../RHI/RHITypes.h"
namespace grove {
// ============================================================================
// Debug Pass - Renders debug lines and shapes
// ============================================================================
class DebugPass : public RenderPass {
public:
/**
* @brief Construct DebugPass with required shader
* @param shader The shader program to use for debug line rendering
*/
explicit DebugPass(rhi::ShaderHandle shader);
const char* getName() const override { return "Debug"; }
uint32_t getSortOrder() const override { return 900; } // Near last
std::vector<const char*> getDependencies() const override { return {"Sprites"}; }
void setup(rhi::IRHIDevice& device) override;
void shutdown(rhi::IRHIDevice& device) override;
void execute(const FramePacket& frame, rhi::IRHIDevice& device, rhi::RHICommandBuffer& cmd) override;
private:
rhi::ShaderHandle m_lineShader;
rhi::BufferHandle m_lineVB;
static constexpr uint32_t MAX_DEBUG_LINES = 10000;
};
} // namespace grove